Class: AnimationOperator

Inherits:
Object
  • Object
show all
Defined in:
lib/teien/animation/animation_operator.rb

Constant Summary collapse

BL_MODE_SWITCH =

stop current animation and start next animation.

0
BL_MODE_CONCURRENT =

cross fade, blend current animation out while blending next animation in.

1
BL_MODE_FIRSTFRAME =

blend current animation to first frame of next animation, when done, start next animation.

2

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initialize(entity) ⇒ AnimationOperator

Returns a new instance of AnimationOperator.



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# File 'lib/teien/animation/animation_operator.rb', line 9

def initialize(entity)
  @entity = entity
  @state = nil
  @nextState = nil
  @mode = BL_MODE_CONCURRENT
  @duration = 0.2
  @timeLeft = 0
  @complete = false

  @name = nil
  @loop = false

#    @blender = Ogrelet::AnimationBlender.new(entity)
end

Instance Attribute Details

#loopObject

Returns the value of attribute loop.



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# File 'lib/teien/animation/animation_operator.rb', line 7

def loop
  @loop
end

#nameObject

Returns the value of attribute name.



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# File 'lib/teien/animation/animation_operator.rb', line 6

def name
  @name
end

Instance Method Details

#add_time(delta) ⇒ Object



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# File 'lib/teien/animation/animation_operator.rb', line 115

def add_time(delta)
  if @state
    if @timeLeft > 0
      @timeLeft -= delta
      
      if @timeLeft < 0
        @state.set_enabled(false)
        @state.set_weight(0)
        @state = @nextState
        @state.set_enabled(true)
        @state.set_weight(1)
        @nextState = nil
      else
        # still blending, advance weights
        @state.set_weight(@timeLeft / @duration)
        @nextState.set_weight(1.0 - @timeLeft / @duration)
        if(@mode  == BL_MODE_CONCURRENT)
          @nextState.add_time(delta)
        end
      end
    end
    
    if @state.get_time_position() >= @state.get_length()
      @complete = true
    else
      @complete = false
    end

    @state.add_time(delta)
    @state.set_loop(@loop)
  end
  #    @blender.addTime(delta)
end

#init(name, loop) ⇒ Object



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# File 'lib/teien/animation/animation_operator.rb', line 24

def init(name, loop)
  initialize_all_animations()
  play(name, loop)
end

#initialize_all_animationsObject



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# File 'lib/teien/animation/animation_operator.rb', line 29

def initialize_all_animations()
  set = @entity.get_all_animation_states()
  set.each_animation_state {|state|
    state.set_enabled(false)
    state.set_weight(0)
    state.set_time_position(0)
  }
end

#play(name, loop) ⇒ Object



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# File 'lib/teien/animation/animation_operator.rb', line 50

def play(name, loop)
  @name = name
  @loop = loop

  unless @state
    @state = @entity.get_animation_state(name)
    @state.set_enabled(true)
    @state.set_weight(1)
    @state.set_time_position(0)
    @state.set_loop(loop)
    return
  end

  case @mode
  when BL_MODE_SWITCH
    @state.set_enabled(false)
    @state = @entity.get_animation_state(name)
    @state.set_enabled(true)
    @state.set_weight(1)
    @state.set_time_position(0)
    @timeLeft = 0
  else
    newState = @entity.get_animation_state(name)
    if @timeLeft > 0
      if newState.get_animation_name == @nextState.get_animation_name
        return
      elsif newState.get_animation_name == @state.get_animation_name
        # going back to the source state
        @state = @nextState
        @nextState = newState
        @timeLeft = @duration - @timeLeft
      else
        if @timeLeft < @duration * 0.5
          # simply replace the target with this one
          @nextState.set_enabled(false)
          @nextState.set_weight(0)
        else
          # old target becomes new source
          @state.set_enabled(false)
          @state.set_weight(0)
          @state = @nextState
        end

        @nextState = newState
        @nextState.set_enabled(true)
        @nextState.set_weight( 1.0 - @timeLeft / @duration )
        @nextState.set_time_position(0)
      end
    else
      return if newState.get_animation_name == @state.get_animation_name
                
      # assert( target == 0, "target should be 0 when not blending" )
      # @state.setEnabled(true)
      # @state.setWeight(1)
      # mTransition = transition;
      @timeLeft = @duration
      @nextState = newState
      @nextState.set_enabled(true)
      @nextState.set_weight(0)
      @nextState.set_time_position(0)
    end
  end
#    @blender.blend(name, Ogrelet::AnimationBlender::BlendWhileAnimating, 0.2, loop)
end

#set_blending_mode(mode) ⇒ Object



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# File 'lib/teien/animation/animation_operator.rb', line 42

def set_blending_mode(mode)
  @mode = mode
end

#set_blenging_duration(duration) ⇒ Object



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# File 'lib/teien/animation/animation_operator.rb', line 46

def set_blenging_duration(duration)
  @duration = duration
end

#set_enabled(bl) ⇒ Object



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# File 'lib/teien/animation/animation_operator.rb', line 38

def set_enabled(bl)
#    @blender.getSource().setEnabled(bl)
end